Slay the Spire

Slay the Spire

Downfall Expansion Mod - 5.3
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Päivitys: 6.2.2019 klo 9.00

2.2.3

Bugfixes

Fixed an issue where cards that increased Goop when upgraded weren't receiving the upgrade properly.

Fixed a visual issue when Overexert ends, that the slimes would be absorbed before attacking. Slimes will now attack then be absorbed.

Päivitys: 6.2.2019 klo 8.04

2.2.2

  • One of the Slimebound's starting Strikes has been replaced with a Tackle (the one formerly only seen in the Art of Slime War event)

  • Tackle damage reduced to 10 (*13).

Design Note - This is a change I've been wavering on for some time. It is not lightly that I move away from the 4/4/2 setup that the vanilla characters have, but I feel with as many mechanics that talk about Tackles, having one as a Starter card clarifies to new players that the mechanics exists, makes drafting into Tackle synergy easier, and helps to shore up the Slimebound's early game with slightly more burst potential. Tackle itself is barely more complex than a Strike, so hopefully this isn't adding too much complexity to first time Slimebound players viewing the base deck.

  • The Art of Slime War event now provides 3 Upgraded Tackles instead of 5 normal Tackles if you Read the book.

The Read option just wasn't compelling enough even with the previous buffs to the Tackle cards, mostly because as an Act 2 event, you just don't want that many cards being added to your deck unless you have the consistency to block the damage, or are running high Tackle synergy. The new version, if you have all 3 base Strikes, simply replaces them with a potent upgrade, keeping the overall deck size the same.

Päivitys: 6.2.2019 klo 7.38

2.2.1

Balance

  • The Split effect is now considered a Debuff, meaning it can be blocked by Artifact and cleansed with Last Stand or other effects.

Design Note - The effect itself is purely negative, so it only made sense that it follows the rules of Slay the Spire. Go nuts with Artifact + Dupe Form shenanigans. This also makes more sense for effects that negate or remove buffs, which previously affected the Split max HP reduction.

  • Leech Energy+ now draws 2 cards instead of increasing its damage.

  • Dissolve now draws a card when the effect begins, making it a bit easier to draft and utilize as it replaces itself.

  • Combo Tackle now draws a card unupgraded instead of upgrading a random card. When upgraded, it draws a card for each Attack played this turn.

  • Useful Slime now draws 2 cards instead of granting 2 energy.

Design Note - With the latest changes, Slimebound is now more safe to get some additional draw into its kit. Combo Tackle in particular being a random upgrade has always been awkward to use, so making it a solid draw source will give it a more stable purpose in drafts. Useful Slime's change now makes it still a beneficial effect compared to base Slimed, but it now at least requires a decision on whether or not to use it.

  • Duplicated Form now only gains energy when Upgraded.

Design Note - Even with the previous change, Duplicated Form was just still too potent. If you could get it online, it just swung the fight too heavily too quickly.

  • Feel Our Pain now prevents blocked damage as well as HP loss, making it have better synergy with Tackles. You don't need to math out how to get to a maximum HP loss to make a powerful redirect.

  • Recklessness Tackle-buff effect increased to 6 (9 upgraded), self-damage increased to 2.

  • Chomp tackle-debuff effect reduced to 3. Chomp+ damage increased to 6x2. Does not increase tackle-debuff amount when upgraded.

  • Roll Through base damage increased to 5 (8 upgraded). Does not increase tackle-debuff amount when upgraded.

Design Note - It took awhile to get the code for this since Block is handled a little strangely, but Feel Our Pain will now be seamlessly easy to use with Tackles - something I'm very happy to finally get in. With the addition of Recklessness and other Tackle synergies, Chomp and Roll Through have room to get a bit more of their power shifted to damage, letting Recklessness stand out as the ultimate Tackle buffer.

Bugfixes

Fixed a crash with Chinese Traditional localization.

Fixed a case where the Split effect could sometimes not set your current health to be your new maximum, resulting in you have more health than the Split should have allowed.

Päivitys: 4.2.2019 klo 15.52

2.2.0

Aesthetics

  • Slightly altered Recklessness card art.

  • Serve & Protect's Protect now performs the math for the total Block and modifies the card's listed Block value accordingly.

Balance

  • Goop Spray no longer exhausts. Upgraded Goop amount reduced by 2.

  • Rain of Goop now applies 3 Goop per application (up from 2).

  • Divide & Conquer's Conquer base damage increased to 12.

  • Grow reverted back to 2 Dexterity.

  • Douse in Slime upgraded to 14 (*20) Goop.

  • Living Wall+ upgraded to 15 Block.

  • Recklessness increased to 4 (*6) tackle bonus damage.

  • Recollect base block increased to 8.

  • It Looks Tasty+ damage reduced to 10, but grants an Upgraded Lick card.

  • Slime Brawl no longer exhausts the cards it plays. It just plays them from the top of your draw pile.

  • Self-Forming Goo Block amount increased to 2. The power no longer uses a 2nd buff to track the amount of triggers, but rather uses a second number displayed on the buff icon.

Design Note - Just some overall minor buffs here. Grow in particular I'm wavering on, it has such high potential with 2 Dexterity, but it needs more testing. Slime Brawl has always been a difficult draft since it could exhaust some core cards to your deck - now it should be a much more potent 3-energy pick.

  • Repurpose+ now draws a card instead of morphing two cards.

  • Mass Repurpose now draws a card before morphing your hand.

Design Note - These changes make drafting Repurpose or Mass Repurpose a little easier, as they replace themselves before you make the choice on what to Morph. Repurpose+ in particular often was harder to use than its unupgraded version, so a simple draw card makes it a plain buff.
  • Corrosive Spit now upgrades to become 0-cost instead of increasing the Goop amount.

Design Note - With all of the Lick cards one quickly has access to in a draft, 1 energy for a single target small Goop amount is rarely worth the upgrade.

  • Level Up+ now grants 2 Potency instead of a slime slot.

  • Minion Master now grants 1 slime slot and costs 1 energy. Upgraded, it grants 2 slime slots.

Design Note - Having both Level Up and Minion Master grant Potency was a bit weird, so the effects have been swapped around. Minion Master in most cases doesn't provide enough power to warrant a 2-energy cost. It may be too much power at 1-energy now that it grants a slot, but we will see.

  • Acid Gelatin reworked - Now "Acidic Goop", which applies 2 (*3) Poison when you Attack an enemy with Goop.

Design Note - I've had my eye on Acid Gelatin for awhile now, mostly from a standpoint of it not fitting in with any of the major mechanics of Slimebound. As designed, it was only really effective against The Heart or other specific fights. The new version ties right in with the rest of the Goop exploiting mechanics and can be triggered more often against more targets.

Bugfixes

  • Fixed issues with many cards in the card reward screen being affected by in-combat modifiers, such as Acid Tongue+.

  • Fixed a crash related to using Peace Pipe. This allowed a hack to be removed where Peace Pipe was removed from your relics if you had it and the Scrap Ooze.

Päivitys: 3.2.2019 klo 1.15

2.1.5

Localization crash fix for Japanese.

Potential fix for Linux-only graphical bug.

Päivitys: 2.2.2019 klo 22.46

2.1.4

Bugfixes

Fixed Lead by Example being able to be triggered infinite times in a turn.

Localization updates for Japanese and Chinese Traditional.

Päivitys: 2.2.2019 klo 14.13

2.1.3

Balance

The Jar of Slime potion now applies 15 Slimed, making it a bit more comparable to a Fire potion under the new Slimed mechanics.

The Slimy Tongue potion now increases Slimed applied this combat by 2, making it a bit more comparable to a Strength potion under the new Slimed mechanics.

Bugfixes

Fixed an issue with Duplicated Form being usable while between 11 and 15 HP, making it kill you immediately on use.

Fixed an issue with Duplicated Form's validation check not checking for buffs like Feel Our Pain, Buffer, or Intangible when deciding if you have enough health to pay for the card or not.

Fixed a crash when playing in ZHT localization and playing the card Self-Forming Goo.

Minor typo fix in Gluttony power tooltip.

Päivitys: 2.2.2019 klo 12.29

2.1.2

Bugfixes

Fixed the Slime the Spire custom run modifier spawning invisible, untargetable slimes.

Fixed the Slime the Spire custom run modifier spawning two Large slimes at prefixed positions instead of positions based on the enemy that spawned them's position, resulting in enemies overlaying on top of each other in certain situations. Slimes can still overlap each other a bit depending on the positions of the dying enemies, but they shouldn't be in the exact same positions.

Päivitys: 2.2.2019 klo 11.51

2.1.1

Added new card art for Recklessness.

Päivitys: 2.2.2019 klo 11.39

2.1.0

Based on initial reports, more changes have been made, focusing on bringing up the defensive profile of Slimebound and bringing in more Goop exploitation mechanics.

Balance

  • Serve & Protect - Protect base Block increased to 8 (up from 6).

  • Slime Spikes - Base Block increased to 7 (up from 6).

  • Sampling Lick - Base Block increased to 4 (up from 3).

  • Living Wall - Base Block increased to 12 (up from 10).

  • Prepare - Now grants 8 Block. Upgrades to 11 Block, does not cause cards to be retained.

  • Recollect is now Common.

Design Note - I agreed with the feedback that the Slimebound could use a small bump in defensive capability with the reduction to Goop's healing output. Block is inherently a safer and more reasonable method of defense than HP regain, and a small amount was warranted for a few cards. Making Recollect Common will put more reliable Block sources in the draft pool, and giving Prepare some Block will make this card an easier pick for more deck archetypes.

  • Grow - Now grants only 1 Dexterity. When upgraded, reduces base energy cost to 1 rather than reducing cost as it is played mid-combat.

  • Feel Our Pain - Now works on the first time you would lose HP on your turn, rather than a pre-set finite amount of times forever. Now Uncommon, and costs 1 energy. Upgrades to become Innate. The buff's icon under your character will show both the total number of Feel Our Pains applied to you, and the number of times the effect can be triggered this turn.

  • Spiky Outer Goop - Now "Goop Armor", which grants 4 (6) Block whenever you Attack an enemy who has Goop.

Design Note - These changes are focused on making the Slimebound's defensive scaling ability throughout higher floors more reliable. The new Goop Armor can be an incredible source of Block if you can get the power online, practically throwing out free Defends left and right as you consume Goop. The new Feel Our Pain makes for a reliable source of damage prevention every turn, and the new Grow+ makes the upgrade more attractive as a full deck build-around, getting higher personal stats and ignoring slime minions, but in testing, 2 Dexterity was a bit much for a recurring effect at 1 energy.

  • Divide & Conquer - Conquer base damage increased to 10 (up from 8).

Design Note - Simple buff here, Conquer wasn't as comparable or potent as it's defensive cousin.

  • Douse in Slime - Now costs 2 energy. Goop amount reduced to 12/16. Secondary effect changed to "The next time an Attack is used on this enemy, Goop benefits will apply without consuming Goop."

Design Note - The changes to Goop made Douse not as attractive, and it needed a better secondary effect. The new version allows you to double dip on Goop, potentially making huge swing turns with the right draft, and with the reduced energy cost, even without energy relics, you can get an immediate consumption.

  • Finishing Tackle now triggers its Block effect if it strikes an enemy with Goop rather than needing to be a killing blow. Damage reduced to 16 (20).

  • Venom Tackle base damage increased to 11 (up from 10). Now only applies Poison if the enemy has Goop. Poison amount increased to 5 (up from 4).

  • Gluttony reworked to be more akin to its old version - now reads "The first time you consume Goop each turn, add a random Lick card to your hand." The number of times the effect can be triggered this turn is now shown as a separate number on the buff bar.

Design Note - Goop exploitation is the theme for this set of changes. Finishing Tackle was very difficult to draft effectively and utilize in most combats, and the theming of Slimebound is all about Goop exploitation. With the desire for additional Block sources coming up, Finishing Tackle was a great spot for a slight alteration to meet these needs. Venom Tackle was proving to be an extremely potent pick with the previous round of buffs, and rather than doing a nerf here, I'd rather drill even more into the Goop exploitation theme. As for Gluttony, with the removal of high-Goop mega-heals, Gluttony is safe to return to a play on its previous version, this time based on Goop exploitation rather than drafting Lick cards. Lick cards taken as draft picks are still potent even without Gluttony exclusively buffing them, as they enable all of these Goop exploitation effects.

  • Lead by Example now works on any card that targets enemies, not just Attacks. The number of times the effect can be triggered this turn is now shown as a separate number on the buff bar.

Design Note - Just a general buff here, mostly to allow Lead by Example to be easier to utilize when stacked from multiple copies or upgrades. You could rarely get more than 2 triggers in a turn before, but the new version applies to Licks and other enemy-targeting Skills, which increases the overall trigger potential.

  • Duplicated Form+ now grants another energy each turn rather than reducing the HP reserved by the power.

  • The Best Defense is now "Recklessness", and now increases Tackle damage to enemies by 3 (5) and INCREASES damage dealt to yourself by 1. The increased self-damage is considered a debuff for Artifact purposes.

Design Note - Duplicated Form's upgrade wasn't particularly satisfying, and was slightly counterintuitive with the design of Feel Our Pain. With the risk/reward theme of this card, I'm happier making the upgrade increase the reward rather than decrease the risk. For The Best Defense, with the increased Block capability and the new version of Feel Our Pain, it felt like a good opportunity here to make The Best Defense even more impactful as a 'build around me card', gaining excellent synergy with the new Feel Our Pain. The name change was simply because the phrase "The best defense is a good offense" isn't globally recognizable and it was easy to confuse for some people, particular translators or non-English speakers.

  • Flame Tackle tackle-buff amount reduced to 2 (down from 3).

Design Note - Flame Tackle's been a bit too effective since it stopped Exhausting some time ago, but it wasn't until now that Tackles have had enough other support to be able to make an adjustment.

Bugfixes

  • Fixed Bronze Slime's keyword popup still stating it grants 6 Block.

  • Fixed Minion Master and some Split upgrades overwriting each other's effects.

Localization

Chinese and Korean localizations updated for this version. Other localizations will be a bit out of sync until the translators are able to provide their updates.